Hi,
I have been thinking a bit lately about damage vs different targets from different weapons and some way to represent the fact that small arms cannot hurt things like combat tanks without creating a disparity with exploding armour values.
Anyway, I haven't played HARP SF much yet but have read the rules and purused the forums and I have played many other SF games.
I came up with the concept of penetration which works quite simply.
A weapon has a certain level of penetration (it's ability to actaully cause damage against armoured - so something firing HEAP rounds fairs better the HE or Fletchette)
Armour has a penetration threshold (the minimum penetration a weapon must do to be able apply damage).
For things like kinetic or abaltive arnour they have different thresholds (for different attack sources).
That is it - no complex calculations or other impinging on the flow of the game, just a simple threhold check.
So you can take you .45 and turn that car into swiss cheese but against a tank rocks would have just as much effect.
As an addendum (okay - now the maths - but a very little bit) - you could have a set of thresholds so x2 pen = x2 damage etc so that when a startship weapon hits a car it is toast, but acts normally vs other starships.
Thoughts?